CRYSTALGATE'S PROFILE
Crystalgate
694
Search
Filter
What is the Biggest Design Flaw in Games?
You can disallow the player to beat the game at the lowest difficulty, but you can also let people beat a game in whatever difficulty they choose. I do not see the benefit of locking people out of major parts of the game unless they play at a certain minimum difficulty. It does however make sense to create challenges that cannot be beaten unless you have the skill needed to beat them.
You mentioned encouraging the player at getting better at the game. However, locking out major content of the game sounds more like demanding than encouraging to me. Sure, I don't have to experience the whole content, but if it's a game I bought it means I get less content for my money and also that it's less likely I buy more games made from the same company.
There are several games I've beaten and then replayed on a higher difficulty. Other games I didn't feel were good enough for me to play a second time, or I did play it a second time, but not until years have passed. If those other games would have held content hostage unless I play a higher difficulty than I originally choose, it would not have meant I suddenly find them more fun. Rather, I would have to choose between continue playing the game despite getting a bit tired of it or abandoning the playtrough.
If someone wants to encourage me to get better at his/her game, then make the game fun enough for me to play multiple times. Also make getting better fun. For example, increasing the offensive capabilities of enemies in higher difficulty levels is usually a better idea than increasing their defensive capabilities since the latter often means fights just take longer.
Finally, let's say that a player plays trough a game five times in a row and selects the easiest difficulty all the time. Why care? Even if I work my way towards the hardest difficulty level, it doesn't matter if someone else just keeps playing the easiest difficulty level over and over. Why bother to encourage players who aren't interested at getting better to get better?
You mentioned encouraging the player at getting better at the game. However, locking out major content of the game sounds more like demanding than encouraging to me. Sure, I don't have to experience the whole content, but if it's a game I bought it means I get less content for my money and also that it's less likely I buy more games made from the same company.
There are several games I've beaten and then replayed on a higher difficulty. Other games I didn't feel were good enough for me to play a second time, or I did play it a second time, but not until years have passed. If those other games would have held content hostage unless I play a higher difficulty than I originally choose, it would not have meant I suddenly find them more fun. Rather, I would have to choose between continue playing the game despite getting a bit tired of it or abandoning the playtrough.
If someone wants to encourage me to get better at his/her game, then make the game fun enough for me to play multiple times. Also make getting better fun. For example, increasing the offensive capabilities of enemies in higher difficulty levels is usually a better idea than increasing their defensive capabilities since the latter often means fights just take longer.
Finally, let's say that a player plays trough a game five times in a row and selects the easiest difficulty all the time. Why care? Even if I work my way towards the hardest difficulty level, it doesn't matter if someone else just keeps playing the easiest difficulty level over and over. Why bother to encourage players who aren't interested at getting better to get better?
Let's Try Aëdemphia
I never realized skills had multiple pages when playing the demo. You learn something new every day. Page one seem to have the most important ones though.
Speaking of skills, the bottom-most active skill let's you restore 20% of your max MP for an insignificant amount of stamina in the demo I have. That skill eliminated any MP problem Irzyka had and turned her into a portable inn. Is that skill still as effective?
Speaking of skills, the bottom-most active skill let's you restore 20% of your max MP for an insignificant amount of stamina in the demo I have. That skill eliminated any MP problem Irzyka had and turned her into a portable inn. Is that skill still as effective?
The unbeatable battle.
I do not think sealing the item bag is a good idea. It solves one problem, but creates another. I do know that some players, when facing an unbeatable battle, chooses the "go down fighting" route instead of just going for efficiency. Some players also want the game to preserve the feeling of a desperate battle and sealing the item back will kill immersion.
I don't understand though why anyone would want to fool the player into believing the battle is beatable. Obviously, the opponent has to be vastly superior in order for a battle to be unbeatable. If the opponent isn't superior, the battle has no reason to be unbeatable. If the opponent is superior, the characters would notice and by extension, so should the player.
I don't understand though why anyone would want to fool the player into believing the battle is beatable. Obviously, the opponent has to be vastly superior in order for a battle to be unbeatable. If the opponent isn't superior, the battle has no reason to be unbeatable. If the opponent is superior, the characters would notice and by extension, so should the player.
Let's Try Aëdemphia
Let's start with commenting this LT. It still sounds like you're blowing into the mic. Also, the game audio is sometimes to loud when you talk, making it considerable harder than it should be to hear what you say. If you're talking, assume that what you're saying is more important to hear than the game audio. If the game audio becomes more important than your talking, then of course you shouldn't talk until that changes. So, at any given moment you should either be much louder than the game audio or you shouldn't talk at all.
As for content, I think you're doing fine. You seem intent on showing of every feature, but avoid big time wasters like talking to every single NPC. I think that's the way to go for now.
Anyway, as awesome as this game is, one bad thing became very apparent in this let's try (actually, I think it's a let's play). The "bad" options are very poorly written. It's being an asshole for the sake of being an asshole and in aD&D this is commonly referred to the "stupid evil" alignment. It's also very obvious that the NPCs aren't really written for the bad options. They will have one dialog box worth of reaction and then they go back to behaving as if nothing happened.
Fortunately, I can just pick the more sensible options and ignore the bad options entirely. That is, if the game is ever translated.
I'll be looking forward to the leveling up and the skill acquirement. This game handles it in a fun way.
As for content, I think you're doing fine. You seem intent on showing of every feature, but avoid big time wasters like talking to every single NPC. I think that's the way to go for now.
Anyway, as awesome as this game is, one bad thing became very apparent in this let's try (actually, I think it's a let's play). The "bad" options are very poorly written. It's being an asshole for the sake of being an asshole and in aD&D this is commonly referred to the "stupid evil" alignment. It's also very obvious that the NPCs aren't really written for the bad options. They will have one dialog box worth of reaction and then they go back to behaving as if nothing happened.
Fortunately, I can just pick the more sensible options and ignore the bad options entirely. That is, if the game is ever translated.
I'll be looking forward to the leveling up and the skill acquirement. This game handles it in a fun way.
Let's Try Aëdemphia
What do you look for in a mario game?
- What kinds of puzzles?
I can't just name one kind of puzzle that you should stick to since we want variation. However I can name a few puzzles I don't want to see.
Puzzles which has the player backtrack a lot should he make a mistake should be kept at a minimum. There are some in Super Mario World ghost houses, but few or none outside of them. Even in ghost houses, if you have to backtrack it takes a short time to get into position for a new try.
If puzzles are in levels with multiple other obstacles, they shouldn't be very hard. If a player faces ten obstacles and they are so hard he has a 50% chance of passing each, the chance of passing all of them is less than 0,1%. Even if he gets better and can now pass them with a 75% chance, it's still less than 6% to pass all of them. You could have one hard puzzle along with other less hard obstacles, but then you should design the stage around that decision.
- How much difficulty?
Harder than Super Mario World of course. However, while I want to be challenged, I don't want to be frustrated. Since we all have a different level of skill and it's hard to define a quantity of difficulty in the first place, I can't really say "this hard". However, I can say this; the more time a player spent on a stage, the more likely said player is to wanna move on after beating it. For that reason, you may want to make the heavily exploration based stages a bit easier and the less explory stages harder.
Also, I don't want difficulty that the characters aren't designed to deal with. If you give me equipment for hunting tigers and want to challenge me, make me face an extra stealthy and tough tiger, not a swarm of killer bees.
I can't just name one kind of puzzle that you should stick to since we want variation. However I can name a few puzzles I don't want to see.
Puzzles which has the player backtrack a lot should he make a mistake should be kept at a minimum. There are some in Super Mario World ghost houses, but few or none outside of them. Even in ghost houses, if you have to backtrack it takes a short time to get into position for a new try.
If puzzles are in levels with multiple other obstacles, they shouldn't be very hard. If a player faces ten obstacles and they are so hard he has a 50% chance of passing each, the chance of passing all of them is less than 0,1%. Even if he gets better and can now pass them with a 75% chance, it's still less than 6% to pass all of them. You could have one hard puzzle along with other less hard obstacles, but then you should design the stage around that decision.
- How much difficulty?
Harder than Super Mario World of course. However, while I want to be challenged, I don't want to be frustrated. Since we all have a different level of skill and it's hard to define a quantity of difficulty in the first place, I can't really say "this hard". However, I can say this; the more time a player spent on a stage, the more likely said player is to wanna move on after beating it. For that reason, you may want to make the heavily exploration based stages a bit easier and the less explory stages harder.
Also, I don't want difficulty that the characters aren't designed to deal with. If you give me equipment for hunting tigers and want to challenge me, make me face an extra stealthy and tough tiger, not a swarm of killer bees.
Random Number Generation: The death of the Critical Hit
I have mentioned when I don't like random variance, but perhaps I should mention what kind of random variance i do like.
I like random variance that changes what strategies I have to use. I'm not talking about situations like "these monsters can crit, so heal at 75% Max HP instead of the usual 50%" since that's just one change which will then apply to all battles against that monster. What I'm talking about is that the very same encounter group requires different strategies depending on the RNG. You fight against one ice shaman and two fros wolves. They do something and you use an appropriate strategy to deal with them. The next time you fight that group, they do something else and you will now need another strategy.
I like random variance that changes what strategies I have to use. I'm not talking about situations like "these monsters can crit, so heal at 75% Max HP instead of the usual 50%" since that's just one change which will then apply to all battles against that monster. What I'm talking about is that the very same encounter group requires different strategies depending on the RNG. You fight against one ice shaman and two fros wolves. They do something and you use an appropriate strategy to deal with them. The next time you fight that group, they do something else and you will now need another strategy.
[rm2k3] crit calculation?
Check out "The Optimal RM2k/3 Number Guide" for this sort of information.
http://rpgmaker.net/articles/371/
The quick answer though is that your chance of scoring a critical hit is (100 / character crit + weapon crit)%.
http://rpgmaker.net/articles/371/
The quick answer though is that your chance of scoring a critical hit is (100 / character crit + weapon crit)%.
Character Development?
Basing characters on real life people seems awkward to me. I find it much easier to base the characters on whatever personalities I want them to have then picking one a real person has. And as I said in an earlier post, I can go more in-dept and develop them once I figure out their place in the plot.
I think we have different methods that work for us and what's easier for some, is harder for others. Also, for those who have a poor talent in this field, writing characters may be hard no matter what approach they use.
I think we have different methods that work for us and what's easier for some, is harder for others. Also, for those who have a poor talent in this field, writing characters may be hard no matter what approach they use.
Character Development?
I find it hard to develop RPG characters due to having a hard time finishing what I start, meaning I haven't actually released a game yet. So, what I'm going to say will to a large part be based on writings I've made in other medias than RPGs. I still think it's relevant though.
I don't find it that hard to write the characters once I have their role in the plot established. I need to know how that character is important to the plot and how he/she will interact with the plot. Once I know that it's much easier to go more in-dept with personality and figure out how that character may develop. If I go thinking "a character like X would be fun" then it gets much harder.
I don't find it that hard to write the characters once I have their role in the plot established. I need to know how that character is important to the plot and how he/she will interact with the plot. Once I know that it's much easier to go more in-dept with personality and figure out how that character may develop. If I go thinking "a character like X would be fun" then it gets much harder.













